Post by kalbaern on Oct 27, 2013 19:31:24 GMT -5
So you've made your Builder Module or at least started one. Now to create the modules you'll be using to assemble and populate areas as well as create the module you'll be using to host/play in. These will be your Master and Hosted Modules.
Initially, you can use the same module for both purposes. However, as your module grows and the pallettes begin to fill up, it can help alot if your hosted version is purged of the things not really required to run it.
Creating your Master Module:
If the naming you used in the module you created your initial factions in is fine, then you already have a Hosting Module ready. If your faction module wasn't named as you'd like to see your module's name displayed, then open it up in the toolset and save it as the name you prefer. This will be your Hosted Module. Now, resave this module and append it with " - Master". This will be your Master Build Module. If your Builder Module is making use of Haks, make sure you add them into your Master Build Module at this point. You needn't do so to your Hosted Module as that will be taken care of later when you do a "Save As" with your Master Builder Module and save it as the Hosted Module.
How to use your Master Build Module.
Your Master Build Module is where you'll export areas/maps to that were created in your Builders Module so you can populate them with treasure and NPCs as desired. Its where you'll make your transitions and add your various systems. Its where all of your custom scripting will reside as well.
Aside from scripting quests and NPC conversations, you should decide early on just which "systems" you desire and begin merging them before you actually create too many areas for your module. Why? To save time in the long run. Going back through existing areas and updating Area Events, useable placeables and loot, etc... . Take some time to work out bugs before you begin building in earnest. Trust me, it'll save a ton of time down the road.
Things to consider.
- DM Tools
- Character Languages
- New PC Starting Setups
- Class/Spell/Feat/Skill additions, tweaks or additions
- Economics and Magic Item Ranges
- Subrace System
- Creature AIs
- XP System
- Rest System
- Crafting System(s)
- Foraging System(s)
- Weather Control
- Random Traps
- Random Encounters
- PC Appearance Customization
- Whether or not to include Horses/Mounts
- Setting TAG and ResRef Guidelines
Most of the above will affect one or more of the others in some way or affect a general course. For example, Class/Spell/Feat/Skill additions, tweaks or additions, Economics and Magic Item Ranges, Creature AIs, XP System, Subrace System and your Rest System all have a profound impact on just how fast PCs can progress level-wise in your module along with affecting balancing issues between certain races and classes. If spells are overpowered or durations extended too long, casters become the most powerful PCs usually. If rest restrictions are too stringent, suddenly casters become far less powerful. If magic item availability is lax and treasure abundant, most become fighter types as they can now buy equipment and items to replace casters. If healing costs are too severe, you'll likely make it too difficult for lower level PCs in particular.
I'll go into more depth in the next installment, How To Guide: Module Design.
Initially, you can use the same module for both purposes. However, as your module grows and the pallettes begin to fill up, it can help alot if your hosted version is purged of the things not really required to run it.
Creating your Master Module:
If the naming you used in the module you created your initial factions in is fine, then you already have a Hosting Module ready. If your faction module wasn't named as you'd like to see your module's name displayed, then open it up in the toolset and save it as the name you prefer. This will be your Hosted Module. Now, resave this module and append it with " - Master". This will be your Master Build Module. If your Builder Module is making use of Haks, make sure you add them into your Master Build Module at this point. You needn't do so to your Hosted Module as that will be taken care of later when you do a "Save As" with your Master Builder Module and save it as the Hosted Module.
How to use your Master Build Module.
Your Master Build Module is where you'll export areas/maps to that were created in your Builders Module so you can populate them with treasure and NPCs as desired. Its where you'll make your transitions and add your various systems. Its where all of your custom scripting will reside as well.
Aside from scripting quests and NPC conversations, you should decide early on just which "systems" you desire and begin merging them before you actually create too many areas for your module. Why? To save time in the long run. Going back through existing areas and updating Area Events, useable placeables and loot, etc... . Take some time to work out bugs before you begin building in earnest. Trust me, it'll save a ton of time down the road.
Things to consider.
- DM Tools
- Character Languages
- New PC Starting Setups
- Class/Spell/Feat/Skill additions, tweaks or additions
- Economics and Magic Item Ranges
- Subrace System
- Creature AIs
- XP System
- Rest System
- Crafting System(s)
- Foraging System(s)
- Weather Control
- Random Traps
- Random Encounters
- PC Appearance Customization
- Whether or not to include Horses/Mounts
- Setting TAG and ResRef Guidelines
Most of the above will affect one or more of the others in some way or affect a general course. For example, Class/Spell/Feat/Skill additions, tweaks or additions, Economics and Magic Item Ranges, Creature AIs, XP System, Subrace System and your Rest System all have a profound impact on just how fast PCs can progress level-wise in your module along with affecting balancing issues between certain races and classes. If spells are overpowered or durations extended too long, casters become the most powerful PCs usually. If rest restrictions are too stringent, suddenly casters become far less powerful. If magic item availability is lax and treasure abundant, most become fighter types as they can now buy equipment and items to replace casters. If healing costs are too severe, you'll likely make it too difficult for lower level PCs in particular.
I'll go into more depth in the next installment, How To Guide: Module Design.